Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "tier0/platform.h"
#include "tier0/progressbar.h"
#include "bitmap/float_bm.h"
#include "mathlib/mathlib.h"
#include "tier2/tier2.h"
#include "tier0/memdbgon.h"
#include "raytrace.h"
#include "bitmap/tgawriter.h"
void main(int argc,char **argv)
{
InitCommandLineProgram( argc, argv );
if (argc != 5)
{
printf("format is 'rt_test src_image dest_image xsize ysize'\n");
}
else
{
ReportProgress("reading src texture",0,0);
FloatBitMap_t src_texture(argv[1]);
int xsize = atoi( argv[3] );
int ysize = atoi( argv[4] );
// render a simple scene of a terrain, using a bitmap for color data and its alpha channel for the height
RayTracingEnvironment rt_Env;
int id = 1;
float flXScale = (1.0/(src_texture.Width-1) );
float flZScale = (1.0/(src_texture.Height-1) );
for( int y=0; y < src_texture.Height-1; y++ )
for(int x=0 ; x < src_texture.Width-1; x++ )
{
Vector vecVerts[2][2];
for(int iy=0 ; iy < 2; iy++)
for(int ix=0 ; ix < 2; ix++)
{
vecVerts[ix][iy].x = 2.0* ( ( x+ix )*flXScale-0.5 );
if ( ( x+ix == src_texture.Width-1 ) || ( y+iy==src_texture.Height-1 ) )
vecVerts[ix][iy].y = 0;
else
vecVerts[ix][iy].y = 0.3*src_texture.Pixel( x+ix, y+iy, 1 );
vecVerts[ix][iy].z = -2.0* ( ( y+iy )*flZScale-0.5 );
}
Vector vecColor( GammaToLinear(src_texture.Pixel(x,y,0)),
GammaToLinear( src_texture.Pixel( x, y, 1 )),
GammaToLinear( src_texture.Pixel( x, y, 2 )) );
rt_Env.AddTriangle( id++, vecVerts[0][0], vecVerts[1][0], vecVerts[1][1], vecColor );
rt_Env.AddTriangle( id++, vecVerts[0][0], vecVerts[0][1], vecVerts[1][1], vecColor );
}
rt_Env.AddTriangle( id++, Vector(0,0,-.2), Vector(.2,0,.2), Vector( -.2,0,.2), Vector( 0,0,1 ) );
printf("n triangles %d\n",id);
ReportProgress("Creating kd-tree",0,0);
float stime = Plat_FloatTime();
rt_Env.SetupAccelerationStructure();
printf("kd built time := %d\n", (int) ( Plat_FloatTime() - stime ) );
rt_Env.AddInfinitePointLight( Vector( 0,5, 0), Vector( .1,.1,.1 ));
// lets render a frame
uint32 *buf=reinterpret_cast<uint32 *> ( MemAlloc_AllocAligned( xsize * ysize * 4 , 16 ) );
Vector EyePos(0,2,0);
ReportProgress("Rendering",0,0);
// rt_Env.RenderScene( xsize, ysize, xsize, buf, Vector( 0, 0.5, -1.0 ),
// Vector( -1, 1, 0),
// Vector( 1, 1, 0 ),
// Vector( -1, -1, 0 ),
// Vector( 1, -1, 0 ) );
float curtime = Plat_FloatTime();
for(int i=0;i<10;i++)
{
rt_Env.RenderScene( xsize, ysize, xsize, buf,
EyePos,
Vector( -1, 0,1)-EyePos,
Vector( 1, 0, 1 )-EyePos,
Vector( -1, 0, -1 )-EyePos,
Vector( 1, 0, -1 )-EyePos );
}
float etime=Plat_FloatTime()-curtime;
printf("pixels traced and lit per second := %f\n",(10*xsize*ysize)*(1.0/etime));
TGAWriter::WriteTGAFile( "test.tga", xsize, ysize, IMAGE_FORMAT_RGBA8888,
reinterpret_cast<uint8 *> (buf), 4*xsize );
MemAlloc_FreeAligned( buf );
}
}